Video game machine, machine readable storage medium storing a computer program, and event selection method in the video game machine
First Claim
1. A video game machine for presenting a plurality of events, which form a story in a game world and which are related to its ending, to a game player so that said game player can develop the story toward its ending via clearing the events by means of operating a character appearing in the story, said video game machine comprising:
- event data storage means for storing the plurality of data each of which corresponds to one of said plurality of events respectively;
specifying means for specifying one of said plurality of events,judgment means for reading the data of the event specified by said specifying means from said event data storage means and judging whether said event is allowed to be skipped or not on the basis of the data of said event; and
event cancel means for canceling the presentation of said event to the game player in response to an input of an event skip signal, provided that said judgement means has judged that said event is allowed to be skipped.
2 Assignments
0 Petitions
Accused Products
Abstract
A video game machine presents an attractive game that even those people who do not have enough time can enjoy. A CPU of the video game machine specifies one of a plurality of events related to the ending of a story in a game world. The CPU then determines whether the specified event is allowed to be skipped on the basis of a skip flag stored in a state management table. In the case where the CPU determines that the event is allowed to be skipped, if an event skip signal is input via a controller, then the CPU skips the presentation of that event and presents a bridge pattern instead of the skipped event. The skipping of the event results in the number of events related to the ending of the story and thus the time spent by the game player to reach the ending of the story.
43 Citations
19 Claims
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1. A video game machine for presenting a plurality of events, which form a story in a game world and which are related to its ending, to a game player so that said game player can develop the story toward its ending via clearing the events by means of operating a character appearing in the story, said video game machine comprising:
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event data storage means for storing the plurality of data each of which corresponds to one of said plurality of events respectively; specifying means for specifying one of said plurality of events, judgment means for reading the data of the event specified by said specifying means from said event data storage means and judging whether said event is allowed to be skipped or not on the basis of the data of said event; and event cancel means for canceling the presentation of said event to the game player in response to an input of an event skip signal, provided that said judgement means has judged that said event is allowed to be skipped. - View Dependent Claims (2, 3)
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4. A video game machine for presenting a plurality of events, which form a story in a game world and which are related to its ending, to a game player one by one in a predetermined presentation order so that said game player can develop the story toward its ending via clearing the events by means of operating a character appearing in the story, said video game machine comprising:
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event data storage means for storing the plurality of data each of which corresponds to one of said plurality of events respectively; specifying means for specifying one of said plurality of events in accordance with said predetermined presentation order; judgment means for reading the data of the event specified by said specifying means from said event data storage means and judging whether said event is allowed to be skipped or not on the basis of the data of said event; and event cancel means for canceling the presentation of said event to the game player in response to an input of an event skip signal, provided that said judgement means has judged that said event is allowed to be skipped. - View Dependent Claims (5, 6, 7, 8, 9, 10, 11)
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12. A machine readable storage medium storing a computer program for use by a video game machine to present a plurality of events, which form a story in a game world and which are related to its ending, to a game player so that said game player can develop the story toward its ending via clearing the events by means of operating a character appearing in the story, said computer program being adapted to make a computer execute the process comprising the steps of:
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reading one of a plurality of data each of which corresponds to one of said plurality of events respectively; determining whether said event is allowed to be skipped on the basis of said data of the event; and in response to an input of an event skip signal, canceling the presentation of said event to the game player, provided that said event has been determined to be allowed to be skipped.
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13. A machine readable storage medium storing a computer program for use by a video game machine to present a plurality of events, which form a story in a game world and which are related to its ending, to a game player one by one in a predetermined presentation order so that said game player can develop the story toward its ending via clearing the events by means of operating a character appearing in the story, said computer program being adapted to make a computer execute the process comprising the steps of:
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specifying one of said plurality of events in accordance with said predetermined presentation order and reading the data which corresponds to said specified event; determining whether said specified event is allowed to be skipped on the basis of said data of the specified event; in response to an input of an event skip signal, canceling the presentation of said event to the game player, provided that said specified event has been determined to be allowed to be skipped. - View Dependent Claims (14, 15)
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16. A method of selecting an event in a video game machine for presenting a plurality of events, which form a story in a game world and which are related to its ending, to a game player so that said game player can develop the story toward its ending via clearing the events by means of operating a character appearing in the story, said method comprising the steps of:
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reading one of a plurality of data each of which corresponds to one of said plurality of events respectively; determining whether said event is allowed to be skipped on the basis of said data of the event; and
,in response to an input of an event skip signal, canceling the presentation of said event to the game player, provided that said event has been determined to be allowed to be skipped.
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17. A method of selecting an event in a video game machine for presenting a plurality of events, which form a story in a game world and which are related to its ending, to a game player one by one in a predetermined presentation order so that said game player can develop the story toward its ending via clearing the events by means of operating a character appearing in the story, said method comprising the steps of:
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specifying one of said plurality of events in accordance with said predetermined presentation order and reading the data which corresponds to said specified event; determining whether said specified event is allowed to be skipped on the basis of said data of the event; and canceling the presentation of said event to the game player in response to an input of an event skip signal, provided that said specified event has been determined to be allowed to be skipped. - View Dependent Claims (18, 19)
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Specification